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1418 lines
40 KiB
1418 lines
40 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Base explosion effect |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "fx_explosion.h" |
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#include "clienteffectprecachesystem.h" |
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#include "fx_sparks.h" |
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#include "dlight.h" |
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#include "tempentity.h" |
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#include "iefx.h" |
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#include "engine/IEngineSound.h" |
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#include "engine/ivdebugoverlay.h" |
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#include "c_te_effect_dispatch.h" |
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#include "fx.h" |
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#include "fx_quad.h" |
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#include "fx_line.h" |
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#include "fx_water.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define __EXPLOSION_DEBUG 0 |
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectExplosion ) |
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CLIENTEFFECT_MATERIAL( "effects/fire_cloud1" ) |
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CLIENTEFFECT_MATERIAL( "effects/fire_cloud2" ) |
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CLIENTEFFECT_MATERIAL( "effects/fire_embers1" ) |
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CLIENTEFFECT_MATERIAL( "effects/fire_embers2" ) |
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CLIENTEFFECT_MATERIAL( "effects/fire_embers3" ) |
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CLIENTEFFECT_MATERIAL( "particle/particle_smokegrenade" ) |
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CLIENTEFFECT_MATERIAL( "particle/particle_smokegrenade1" ) |
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CLIENTEFFECT_MATERIAL( "effects/splash3" ) |
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CLIENTEFFECT_MATERIAL( "effects/splashwake1" ) |
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CLIENTEFFECT_REGISTER_END() |
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// |
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// CExplosionParticle |
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// |
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class CExplosionParticle : public CSimpleEmitter |
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{ |
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public: |
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CExplosionParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {} |
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//Create |
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static CExplosionParticle *Create( const char *pDebugName ) |
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{ |
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return new CExplosionParticle( pDebugName ); |
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} |
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//Roll |
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virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta ) |
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{ |
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pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta; |
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pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -8.0f ); |
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//Cap the minimum roll |
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if ( fabs( pParticle->m_flRollDelta ) < 0.5f ) |
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{ |
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pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f; |
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} |
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return pParticle->m_flRoll; |
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} |
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//Velocity |
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virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta ) |
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{ |
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Vector saveVelocity = pParticle->m_vecVelocity; |
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//Decellerate |
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//pParticle->m_vecVelocity += pParticle->m_vecVelocity * ( timeDelta * -20.0f ); |
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static float dtime; |
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static float decay; |
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if ( dtime != timeDelta ) |
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{ |
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dtime = timeDelta; |
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float expected = 0.5; |
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decay = exp( log( 0.0001f ) * dtime / expected ); |
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} |
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pParticle->m_vecVelocity = pParticle->m_vecVelocity * decay; |
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//Cap the minimum speed |
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if ( pParticle->m_vecVelocity.LengthSqr() < (32.0f*32.0f) ) |
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{ |
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VectorNormalize( saveVelocity ); |
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pParticle->m_vecVelocity = saveVelocity * 32.0f; |
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} |
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} |
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//Alpha |
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virtual float UpdateAlpha( const SimpleParticle *pParticle ) |
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{ |
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float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime; |
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float ramp = 1.0f - tLifetime; |
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return Bias( ramp, 0.25f ); |
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} |
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//Color |
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virtual Vector UpdateColor( const SimpleParticle *pParticle ) |
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{ |
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Vector color; |
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float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime; |
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float ramp = Bias( 1.0f - tLifetime, 0.25f ); |
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color[0] = ( (float) pParticle->m_uchColor[0] * ramp ) / 255.0f; |
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color[1] = ( (float) pParticle->m_uchColor[1] * ramp ) / 255.0f; |
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color[2] = ( (float) pParticle->m_uchColor[2] * ramp ) / 255.0f; |
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return color; |
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} |
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private: |
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CExplosionParticle( const CExplosionParticle & ); |
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}; |
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//Singleton static member definition |
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C_BaseExplosionEffect C_BaseExplosionEffect::m_instance; |
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C_BaseExplosionEffect::C_BaseExplosionEffect( void ) : m_Material_Smoke( NULL ), m_Material_FireCloud( NULL ) |
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{ |
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m_Material_Embers[0] = NULL; |
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m_Material_Embers[1] = NULL; |
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} |
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//Singleton accessor |
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C_BaseExplosionEffect &BaseExplosionEffect( void ) |
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{ |
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return C_BaseExplosionEffect::Instance(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &deviant - |
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// &source - |
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// Output : float |
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//----------------------------------------------------------------------------- |
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float C_BaseExplosionEffect::ScaleForceByDeviation( Vector &deviant, Vector &source, float spread, float *force ) |
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{ |
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if ( ( deviant == vec3_origin ) || ( source == vec3_origin ) ) |
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return 1.0f; |
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float dot = source.Dot( deviant ); |
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dot = spread * fabs( dot ); |
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if ( force != NULL ) |
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{ |
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(*force) *= dot; |
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} |
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return dot; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : position - |
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// force - |
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// Output : virtual void |
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//----------------------------------------------------------------------------- |
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void C_BaseExplosionEffect::Create( const Vector &position, float force, float scale, int flags ) |
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{ |
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m_vecOrigin = position; |
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m_fFlags = flags; |
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//Find the force of the explosion |
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GetForceDirection( m_vecOrigin, force, &m_vecDirection, &m_flForce ); |
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#if __EXPLOSION_DEBUG |
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debugoverlay->AddBoxOverlay( m_vecOrigin, -Vector(32,32,32), Vector(32,32,32), vec3_angle, 255, 0, 0, 64, 5.0f ); |
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin+(m_vecDirection*force*m_flForce), 0, 0, 255, false, 3 ); |
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#endif |
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PlaySound(); |
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if ( scale != 0 ) |
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{ |
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// UNDONE: Make core size parametric to scale or remove scale? |
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CreateCore(); |
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} |
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CreateDebris(); |
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//FIXME: CreateDynamicLight(); |
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CreateMisc(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_BaseExplosionEffect::CreateCore( void ) |
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{ |
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if ( m_fFlags & TE_EXPLFLAG_NOFIREBALL ) |
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return; |
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Vector offset; |
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int i; |
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//Spread constricts as force rises |
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float force = m_flForce; |
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//Cap our force |
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if ( force < EXPLOSION_FORCE_MIN ) |
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force = EXPLOSION_FORCE_MIN; |
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if ( force > EXPLOSION_FORCE_MAX ) |
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force = EXPLOSION_FORCE_MAX; |
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float spread = 1.0f - (0.15f*force); |
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SimpleParticle *pParticle; |
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CSmartPtr<CExplosionParticle> pSimple = CExplosionParticle::Create( "exp_smoke" ); |
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pSimple->SetSortOrigin( m_vecOrigin ); |
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pSimple->SetNearClip( 64, 128 ); |
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pSimple->GetBinding().SetBBox( m_vecOrigin - Vector( 128, 128, 128 ), m_vecOrigin + Vector( 128, 128, 128 ) ); |
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if ( m_Material_Smoke == NULL ) |
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{ |
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m_Material_Smoke = g_Mat_DustPuff[1]; |
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} |
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//FIXME: Better sampling area |
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offset = m_vecOrigin + ( m_vecDirection * 32.0f ); |
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//Find area ambient light color and use it to tint smoke |
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Vector worldLight = WorldGetLightForPoint( offset, true ); |
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Vector tint; |
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float luminosity; |
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if ( worldLight == vec3_origin ) |
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{ |
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tint = vec3_origin; |
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luminosity = 0.0f; |
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} |
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else |
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{ |
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UTIL_GetNormalizedColorTintAndLuminosity( worldLight, &tint, &luminosity ); |
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} |
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// We only take a portion of the tint |
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tint = (tint * 0.25f)+(Vector(0.75f,0.75f,0.75f)); |
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// Rescale to a character range |
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luminosity *= 255; |
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if ( (m_fFlags & TE_EXPLFLAG_NOFIREBALLSMOKE) == 0 ) |
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{ |
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// |
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// Smoke - basic internal filler |
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// |
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for ( i = 0; i < 4; i++ ) |
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{ |
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, m_vecOrigin ); |
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if ( pParticle != NULL ) |
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{ |
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pParticle->m_flLifetime = 0.0f; |
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#ifdef INVASION_CLIENT_DLL |
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); |
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#endif |
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#ifdef _XBOX |
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pParticle->m_flDieTime = 1.0f; |
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#else |
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pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f ); |
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#endif |
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pParticle->m_vecVelocity.Random( -spread, spread ); |
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pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) ); |
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VectorNormalize( pParticle->m_vecVelocity ); |
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float fForce = random->RandomFloat( 1, 750 ) * force; |
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//Scale the force down as we fall away from our main direction |
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ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce ); |
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pParticle->m_vecVelocity *= fForce; |
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#if __EXPLOSION_DEBUG |
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); |
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#endif |
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int nColor = random->RandomInt( luminosity*0.5f, luminosity ); |
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pParticle->m_uchColor[0] = ( worldLight[0] * nColor ); |
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pParticle->m_uchColor[1] = ( worldLight[1] * nColor ); |
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pParticle->m_uchColor[2] = ( worldLight[2] * nColor ); |
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pParticle->m_uchStartSize = 72; |
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2; |
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pParticle->m_uchStartAlpha = 255; |
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pParticle->m_uchEndAlpha = 0; |
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pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
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pParticle->m_flRollDelta = random->RandomFloat( -2.0f, 2.0f ); |
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} |
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} |
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// |
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// Inner core |
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// |
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#ifndef _XBOX |
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for ( i = 0; i < 8; i++ ) |
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{ |
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offset.Random( -16.0f, 16.0f ); |
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offset += m_vecOrigin; |
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, offset ); |
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if ( pParticle != NULL ) |
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{ |
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pParticle->m_flLifetime = 0.0f; |
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#ifdef INVASION_CLIENT_DLL |
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); |
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#else |
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); |
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#endif |
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pParticle->m_vecVelocity.Random( -spread, spread ); |
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pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) ); |
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VectorNormalize( pParticle->m_vecVelocity ); |
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float fForce = random->RandomFloat( 1, 2000 ) * force; |
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//Scale the force down as we fall away from our main direction |
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ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce ); |
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pParticle->m_vecVelocity *= fForce; |
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#if __EXPLOSION_DEBUG |
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); |
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#endif |
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int nColor = random->RandomInt( luminosity*0.5f, luminosity ); |
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pParticle->m_uchColor[0] = ( worldLight[0] * nColor ); |
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pParticle->m_uchColor[1] = ( worldLight[1] * nColor ); |
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pParticle->m_uchColor[2] = ( worldLight[2] * nColor ); |
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pParticle->m_uchStartSize = random->RandomInt( 32, 64 ); |
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2; |
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pParticle->m_uchStartAlpha = random->RandomFloat( 128, 255 ); |
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pParticle->m_uchEndAlpha = 0; |
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pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
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pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); |
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} |
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} |
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#endif // !_XBOX |
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// |
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// Ground ring |
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// |
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Vector vRight, vUp; |
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VectorVectors( m_vecDirection, vRight, vUp ); |
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Vector forward; |
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#ifndef INVASION_CLIENT_DLL |
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#ifndef _XBOX |
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int numRingSprites = 32; |
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#else |
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int numRingSprites = 8; |
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#endif |
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float flIncr = (2*M_PI) / (float) numRingSprites; // Radians |
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float flYaw = 0.0f; |
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for ( i = 0; i < numRingSprites; i++ ) |
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{ |
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flYaw += flIncr; |
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SinCos( flYaw, &forward.y, &forward.x ); |
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forward.z = 0.0f; |
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offset = ( RandomVector( -4.0f, 4.0f ) + m_vecOrigin ) + ( forward * random->RandomFloat( 8.0f, 16.0f ) ); |
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Smoke, offset ); |
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if ( pParticle != NULL ) |
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{ |
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pParticle->m_flLifetime = 0.0f; |
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pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.5f ); |
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pParticle->m_vecVelocity = forward; |
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float fForce = random->RandomFloat( 500, 2000 ) * force; |
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//Scale the force down as we fall away from our main direction |
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ScaleForceByDeviation( pParticle->m_vecVelocity, pParticle->m_vecVelocity, spread, &fForce ); |
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pParticle->m_vecVelocity *= fForce; |
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#if __EXPLOSION_DEBUG |
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); |
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#endif |
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int nColor = random->RandomInt( luminosity*0.5f, luminosity ); |
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pParticle->m_uchColor[0] = ( worldLight[0] * nColor ); |
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pParticle->m_uchColor[1] = ( worldLight[1] * nColor ); |
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pParticle->m_uchColor[2] = ( worldLight[2] * nColor ); |
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pParticle->m_uchStartSize = random->RandomInt( 16, 32 ); |
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 4; |
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pParticle->m_uchStartAlpha = random->RandomFloat( 16, 32 ); |
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pParticle->m_uchEndAlpha = 0; |
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pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
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pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); |
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} |
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} |
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#endif |
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} |
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#ifndef _XBOX |
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// |
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// Embers |
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// |
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if ( m_Material_Embers[0] == NULL ) |
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{ |
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m_Material_Embers[0] = pSimple->GetPMaterial( "effects/fire_embers1" ); |
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} |
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if ( m_Material_Embers[1] == NULL ) |
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{ |
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m_Material_Embers[1] = pSimple->GetPMaterial( "effects/fire_embers2" ); |
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} |
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for ( i = 0; i < 16; i++ ) |
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{ |
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offset.Random( -32.0f, 32.0f ); |
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offset += m_vecOrigin; |
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_Embers[random->RandomInt(0,1)], offset ); |
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if ( pParticle != NULL ) |
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{ |
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pParticle->m_flLifetime = 0.0f; |
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pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f ); |
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pParticle->m_vecVelocity.Random( -spread*2, spread*2 ); |
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pParticle->m_vecVelocity += m_vecDirection; |
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VectorNormalize( pParticle->m_vecVelocity ); |
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float fForce = random->RandomFloat( 1.0f, 400.0f ); |
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//Scale the force down as we fall away from our main direction |
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float vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread ); |
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pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) ); |
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#if __EXPLOSION_DEBUG |
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); |
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#endif |
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int nColor = random->RandomInt( 192, 255 ); |
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pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor; |
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pParticle->m_uchStartSize = random->RandomInt( 8, 16 ) * vDev; |
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pParticle->m_uchStartSize = clamp( pParticle->m_uchStartSize, (uint8) 4, (uint8) 32 ); |
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pParticle->m_uchEndSize = pParticle->m_uchStartSize; |
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pParticle->m_uchStartAlpha = 255; |
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pParticle->m_uchEndAlpha = 0; |
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pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
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pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); |
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} |
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} |
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#endif // !_XBOX |
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// |
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// Fireballs |
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// |
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if ( m_Material_FireCloud == NULL ) |
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{ |
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m_Material_FireCloud = pSimple->GetPMaterial( "effects/fire_cloud2" ); |
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} |
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#ifndef _XBOX |
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int numFireballs = 32; |
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#else |
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int numFireballs = 16; |
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#endif |
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for ( i = 0; i < numFireballs; i++ ) |
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{ |
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offset.Random( -48.0f, 48.0f ); |
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offset += m_vecOrigin; |
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pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_FireCloud, offset ); |
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if ( pParticle != NULL ) |
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{ |
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pParticle->m_flLifetime = 0.0f; |
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pParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f ); |
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pParticle->m_vecVelocity.Random( -spread*0.75f, spread*0.75f ); |
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pParticle->m_vecVelocity += m_vecDirection; |
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VectorNormalize( pParticle->m_vecVelocity ); |
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float fForce = random->RandomFloat( 400.0f, 800.0f ); |
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//Scale the force down as we fall away from our main direction |
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float vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread ); |
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pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) ); |
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#if __EXPLOSION_DEBUG |
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debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); |
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#endif |
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int nColor = random->RandomInt( 128, 255 ); |
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pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor; |
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pParticle->m_uchStartSize = random->RandomInt( 32, 85 ) * vDev; |
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pParticle->m_uchStartSize = clamp( pParticle->m_uchStartSize, (uint8) 32, (uint8) 85 ); |
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pParticle->m_uchEndSize = (int)((float)pParticle->m_uchStartSize * 1.5f); |
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|
|
pParticle->m_uchStartAlpha = 255; |
|
pParticle->m_uchEndAlpha = 0; |
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
|
pParticle->m_flRollDelta = random->RandomFloat( -16.0f, 16.0f ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_BaseExplosionEffect::CreateDebris( void ) |
|
{ |
|
if ( m_fFlags & TE_EXPLFLAG_NOPARTICLES ) |
|
return; |
|
|
|
// |
|
// Sparks |
|
// |
|
|
|
CSmartPtr<CTrailParticles> pSparkEmitter = CTrailParticles::Create( "CreateDebris 1" ); |
|
if ( pSparkEmitter == NULL ) |
|
{ |
|
assert(0); |
|
return; |
|
} |
|
|
|
if ( m_Material_FireCloud == NULL ) |
|
{ |
|
m_Material_FireCloud = pSparkEmitter->GetPMaterial( "effects/fire_cloud2" ); |
|
} |
|
|
|
pSparkEmitter->SetSortOrigin( m_vecOrigin ); |
|
|
|
pSparkEmitter->m_ParticleCollision.SetGravity( 200.0f ); |
|
pSparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN ); |
|
pSparkEmitter->SetVelocityDampen( 8.0f ); |
|
|
|
// Set our bbox, don't auto-calculate it! |
|
pSparkEmitter->GetBinding().SetBBox( m_vecOrigin - Vector( 128, 128, 128 ), m_vecOrigin + Vector( 128, 128, 128 ) ); |
|
|
|
#ifndef _XBOX |
|
int numSparks = random->RandomInt( 8, 16 ); |
|
#else |
|
int numSparks = random->RandomInt( 2, 4 ); |
|
#endif |
|
|
|
Vector dir; |
|
float spread = 1.0f; |
|
TrailParticle *tParticle; |
|
|
|
// Dump out sparks |
|
int i; |
|
for ( i = 0; i < numSparks; i++ ) |
|
{ |
|
tParticle = (TrailParticle *) pSparkEmitter->AddParticle( sizeof(TrailParticle), m_Material_FireCloud, m_vecOrigin ); |
|
|
|
if ( tParticle == NULL ) |
|
break; |
|
|
|
tParticle->m_flLifetime = 0.0f; |
|
tParticle->m_flDieTime = random->RandomFloat( 0.1f, 0.15f ); |
|
|
|
dir.Random( -spread, spread ); |
|
dir += m_vecDirection; |
|
VectorNormalize( dir ); |
|
|
|
tParticle->m_flWidth = random->RandomFloat( 2.0f, 16.0f ); |
|
tParticle->m_flLength = random->RandomFloat( 0.05f, 0.1f ); |
|
|
|
tParticle->m_vecVelocity = dir * random->RandomFloat( 1500, 2500 ); |
|
|
|
Color32Init( tParticle->m_color, 255, 255, 255, 255 ); |
|
} |
|
|
|
#ifndef _XBOX |
|
// |
|
// Chunks |
|
// |
|
|
|
Vector offset; |
|
CSmartPtr<CFleckParticles> fleckEmitter = CFleckParticles::Create( "CreateDebris 2", m_vecOrigin, Vector(128,128,128) ); |
|
if ( !fleckEmitter ) |
|
return; |
|
|
|
// Setup our collision information |
|
fleckEmitter->m_ParticleCollision.Setup( m_vecOrigin, &m_vecDirection, 0.9f, 512, 1024, 800, 0.5f ); |
|
|
|
|
|
#ifdef _XBOX |
|
int numFlecks = random->RandomInt( 8, 16 ); |
|
#else |
|
int numFlecks = random->RandomInt( 16, 32 ); |
|
#endif // _XBOX |
|
|
|
|
|
// Dump out flecks |
|
for ( i = 0; i < numFlecks; i++ ) |
|
{ |
|
offset = m_vecOrigin + ( m_vecDirection * 16.0f ); |
|
|
|
offset[0] += random->RandomFloat( -8.0f, 8.0f ); |
|
offset[1] += random->RandomFloat( -8.0f, 8.0f ); |
|
offset[2] += random->RandomFloat( -8.0f, 8.0f ); |
|
|
|
FleckParticle *pParticle = (FleckParticle *) fleckEmitter->AddParticle( sizeof(FleckParticle), g_Mat_Fleck_Cement[random->RandomInt(0,1)], offset ); |
|
|
|
if ( pParticle == NULL ) |
|
break; |
|
|
|
pParticle->m_flLifetime = 0.0f; |
|
pParticle->m_flDieTime = 3.0f; |
|
|
|
dir[0] = m_vecDirection[0] + random->RandomFloat( -1.0f, 1.0f ); |
|
dir[1] = m_vecDirection[1] + random->RandomFloat( -1.0f, 1.0f ); |
|
dir[2] = m_vecDirection[2] + random->RandomFloat( -1.0f, 1.0f ); |
|
|
|
pParticle->m_uchSize = random->RandomInt( 1, 3 ); |
|
|
|
VectorNormalize( dir ); |
|
|
|
float fForce = ( random->RandomFloat( 64, 256 ) * ( 4 - pParticle->m_uchSize ) ); |
|
|
|
float fDev = ScaleForceByDeviation( dir, m_vecDirection, 0.8f ); |
|
|
|
pParticle->m_vecVelocity = dir * ( fForce * ( 16.0f * (fDev*fDev*0.5f) ) ); |
|
|
|
pParticle->m_flRoll = random->RandomFloat( 0, 360 ); |
|
pParticle->m_flRollDelta = random->RandomFloat( 0, 360 ); |
|
|
|
float colorRamp = random->RandomFloat( 0.5f, 1.5f ); |
|
pParticle->m_uchColor[0] = MIN( 1.0f, 0.25f*colorRamp )*255.0f; |
|
pParticle->m_uchColor[1] = MIN( 1.0f, 0.25f*colorRamp )*255.0f; |
|
pParticle->m_uchColor[2] = MIN( 1.0f, 0.25f*colorRamp )*255.0f; |
|
} |
|
#endif // !_XBOX |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_BaseExplosionEffect::CreateMisc( void ) |
|
{ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_BaseExplosionEffect::CreateDynamicLight( void ) |
|
{ |
|
if ( m_fFlags & TE_EXPLFLAG_NODLIGHTS ) |
|
return; |
|
|
|
dlight_t *dl = effects->CL_AllocDlight( 0 ); |
|
|
|
VectorCopy (m_vecOrigin, dl->origin); |
|
|
|
dl->decay = 200; |
|
dl->radius = 255; |
|
dl->color.r = 255; |
|
dl->color.g = 220; |
|
dl->color.b = 128; |
|
dl->die = gpGlobals->curtime + 0.1f; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_BaseExplosionEffect::PlaySound( void ) |
|
{ |
|
if ( m_fFlags & TE_EXPLFLAG_NOSOUND ) |
|
return; |
|
|
|
CLocalPlayerFilter filter; |
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "BaseExplosionEffect.Sound", &m_vecOrigin ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : origin - |
|
// &m_vecDirection - |
|
// strength - |
|
// Output : float |
|
//----------------------------------------------------------------------------- |
|
float C_BaseExplosionEffect::Probe( const Vector &origin, Vector *vecDirection, float strength ) |
|
{ |
|
//Press out |
|
Vector endpos = origin + ( (*vecDirection) * strength ); |
|
|
|
//Trace into the world |
|
trace_t tr; |
|
UTIL_TraceLine( origin, endpos, CONTENTS_SOLID, NULL, COLLISION_GROUP_NONE, &tr ); |
|
|
|
//Push back a proportional amount to the probe |
|
(*vecDirection) = -(*vecDirection) * (1.0f-tr.fraction); |
|
|
|
#if __EXPLOSION_DEBUG |
|
debugoverlay->AddLineOverlay( m_vecOrigin, endpos, (255*(1.0f-tr.fraction)), (255*tr.fraction), 0, false, 3 ); |
|
#endif |
|
|
|
assert(( 1.0f - tr.fraction ) >= 0.0f ); |
|
|
|
//Return the impacted proportion of the probe |
|
return (1.0f-tr.fraction); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : origin - |
|
// &m_vecDirection - |
|
// &m_flForce - |
|
//----------------------------------------------------------------------------- |
|
void C_BaseExplosionEffect::GetForceDirection( const Vector &origin, float magnitude, Vector *resultDirection, float *resultForce ) |
|
{ |
|
Vector d[6]; |
|
|
|
//All cardinal directions |
|
d[0] = Vector( 1, 0, 0 ); |
|
d[1] = Vector( -1, 0, 0 ); |
|
d[2] = Vector( 0, 1, 0 ); |
|
d[3] = Vector( 0, -1, 0 ); |
|
d[4] = Vector( 0, 0, 1 ); |
|
d[5] = Vector( 0, 0, -1 ); |
|
|
|
//Init the results |
|
(*resultDirection).Init(); |
|
(*resultForce) = 1.0f; |
|
|
|
//Get the aggregate force vector |
|
for ( int i = 0; i < 6; i++ ) |
|
{ |
|
(*resultForce) += Probe( origin, &d[i], magnitude ); |
|
(*resultDirection) += d[i]; |
|
} |
|
|
|
//If we've hit nothing, then point up |
|
if ( (*resultDirection) == vec3_origin ) |
|
{ |
|
(*resultDirection) = Vector( 0, 0, 1 ); |
|
(*resultForce) = EXPLOSION_FORCE_MIN; |
|
} |
|
|
|
//Just return the direction |
|
VectorNormalize( (*resultDirection) ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Intercepts the water explosion dispatch effect |
|
//----------------------------------------------------------------------------- |
|
void ExplosionCallback( const CEffectData &data ) |
|
{ |
|
BaseExplosionEffect().Create( data.m_vOrigin, data.m_flMagnitude, data.m_flScale, data.m_fFlags ); |
|
} |
|
|
|
DECLARE_CLIENT_EFFECT( "Explosion", ExplosionCallback ); |
|
|
|
|
|
//=============================================================================================================== |
|
// Water Explosion |
|
//=============================================================================================================== |
|
// |
|
// CExplosionParticle |
|
// |
|
|
|
class CWaterExplosionParticle : public CSimpleEmitter |
|
{ |
|
public: |
|
|
|
CWaterExplosionParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {} |
|
|
|
//Create |
|
static CWaterExplosionParticle *Create( const char *pDebugName ) |
|
{ |
|
return new CWaterExplosionParticle( pDebugName ); |
|
} |
|
|
|
//Roll |
|
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta ) |
|
{ |
|
pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta; |
|
|
|
pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -8.0f ); |
|
|
|
//Cap the minimum roll |
|
if ( fabs( pParticle->m_flRollDelta ) < 0.25f ) |
|
{ |
|
pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.25f : -0.25f; |
|
} |
|
|
|
return pParticle->m_flRoll; |
|
} |
|
|
|
//Velocity |
|
virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta ) |
|
{ |
|
Vector saveVelocity = pParticle->m_vecVelocity; |
|
|
|
//Decellerate |
|
//pParticle->m_vecVelocity += pParticle->m_vecVelocity * ( timeDelta * -20.0f ); |
|
static float dtime; |
|
static float decay; |
|
|
|
if ( dtime != timeDelta ) |
|
{ |
|
dtime = timeDelta; |
|
float expected = 0.5; |
|
decay = exp( log( 0.0001f ) * dtime / expected ); |
|
} |
|
|
|
pParticle->m_vecVelocity = pParticle->m_vecVelocity * decay; |
|
|
|
|
|
//Cap the minimum speed |
|
if ( pParticle->m_vecVelocity.LengthSqr() < (8.0f*8.0f) ) |
|
{ |
|
VectorNormalize( saveVelocity ); |
|
pParticle->m_vecVelocity = saveVelocity * 8.0f; |
|
} |
|
} |
|
|
|
//Alpha |
|
virtual float UpdateAlpha( const SimpleParticle *pParticle ) |
|
{ |
|
float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime; |
|
float ramp = 1.0f - tLifetime; |
|
|
|
//Non-linear fade |
|
if ( ramp < 0.75f ) |
|
ramp *= ramp; |
|
|
|
return ramp; |
|
} |
|
|
|
private: |
|
CWaterExplosionParticle( const CWaterExplosionParticle & ); |
|
}; |
|
|
|
//Singleton static member definition |
|
C_WaterExplosionEffect C_WaterExplosionEffect::m_waterinstance; |
|
|
|
//Singleton accessor |
|
C_WaterExplosionEffect &WaterExplosionEffect( void ) |
|
{ |
|
return C_WaterExplosionEffect::Instance(); |
|
} |
|
|
|
#define MAX_WATER_SURFACE_DISTANCE 512 |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_WaterExplosionEffect::Create( const Vector &position, float force, float scale, int flags ) |
|
{ |
|
m_vecOrigin = position; |
|
|
|
// Find our water surface by tracing up till we're out of the water |
|
trace_t tr; |
|
Vector vecTrace( 0, 0, MAX_WATER_SURFACE_DISTANCE ); |
|
UTIL_TraceLine( m_vecOrigin, m_vecOrigin + vecTrace, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr ); |
|
|
|
// If we didn't start in water, we're above it |
|
if ( tr.startsolid == false ) |
|
{ |
|
// Look downward to find the surface |
|
vecTrace.Init( 0, 0, -MAX_WATER_SURFACE_DISTANCE ); |
|
UTIL_TraceLine( m_vecOrigin, m_vecOrigin + vecTrace, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr ); |
|
|
|
// If we hit it, setup the explosion |
|
if ( tr.fraction < 1.0f ) |
|
{ |
|
m_vecWaterSurface = tr.endpos; |
|
m_flDepth = 0.0f; |
|
} |
|
else |
|
{ |
|
//NOTENOTE: We somehow got into a water explosion without being near water? |
|
Assert( 0 ); |
|
m_vecWaterSurface = m_vecOrigin; |
|
m_flDepth = 0.0f; |
|
} |
|
} |
|
else if ( tr.fractionleftsolid ) |
|
{ |
|
// Otherwise we came out of the water at this point |
|
m_vecWaterSurface = m_vecOrigin + (vecTrace * tr.fractionleftsolid); |
|
m_flDepth = MAX_WATER_SURFACE_DISTANCE * tr.fractionleftsolid; |
|
} |
|
else |
|
{ |
|
// Use default values, we're really deep |
|
m_vecWaterSurface = m_vecOrigin; |
|
m_flDepth = MAX_WATER_SURFACE_DISTANCE; |
|
} |
|
|
|
// Get our lighting information |
|
FX_GetSplashLighting( m_vecOrigin + Vector( 0, 0, 32 ), &m_vecColor, &m_flLuminosity ); |
|
|
|
BaseClass::Create( position, force, scale, flags ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_WaterExplosionEffect::CreateCore( void ) |
|
{ |
|
if ( m_fFlags & TE_EXPLFLAG_NOFIREBALL ) |
|
return; |
|
|
|
// Get our lighting information for the water surface |
|
Vector color; |
|
float luminosity; |
|
FX_GetSplashLighting( m_vecWaterSurface + Vector( 0, 0, 8 ), &color, &luminosity ); |
|
|
|
float lifetime = random->RandomFloat( 0.8f, 1.0f ); |
|
|
|
// Ground splash |
|
FX_AddQuad( m_vecWaterSurface + Vector(0,0,2), |
|
Vector(0,0,1), |
|
64, |
|
64 * 4.0f, |
|
0.85f, |
|
luminosity, |
|
0.0f, |
|
0.25f, |
|
random->RandomInt( 0, 360 ), |
|
random->RandomFloat( -4, 4 ), |
|
color, |
|
2.0f, |
|
"effects/splashwake1", |
|
(FXQUAD_BIAS_SCALE|FXQUAD_BIAS_ALPHA) ); |
|
|
|
Vector vRight, vUp; |
|
VectorVectors( Vector(0,0,1) , vRight, vUp ); |
|
|
|
Vector start, end; |
|
|
|
float radius = 50.0f; |
|
|
|
unsigned int flags = 0; |
|
|
|
// Base vertical shaft |
|
FXLineData_t lineData; |
|
|
|
start = m_vecWaterSurface; |
|
end = start + ( Vector( 0, 0, 1 ) * random->RandomFloat( radius, radius*1.5f ) ); |
|
|
|
if ( random->RandomInt( 0, 1 ) ) |
|
{ |
|
flags |= FXSTATICLINE_FLIP_HORIZONTAL; |
|
} |
|
else |
|
{ |
|
flags = 0; |
|
} |
|
|
|
lineData.m_flDieTime = lifetime * 0.5f; |
|
|
|
lineData.m_flStartAlpha= luminosity; |
|
lineData.m_flEndAlpha = 0.0f; |
|
|
|
lineData.m_flStartScale = radius*0.5f; |
|
lineData.m_flEndScale = radius*2; |
|
|
|
lineData.m_pMaterial = materials->FindMaterial( "effects/splash3", 0, 0 ); |
|
|
|
lineData.m_vecStart = start; |
|
lineData.m_vecStartVelocity = vec3_origin; |
|
|
|
lineData.m_vecEnd = end; |
|
lineData.m_vecEndVelocity = Vector(0,0,random->RandomFloat( 650, 750 )); |
|
|
|
FX_AddLine( lineData ); |
|
|
|
// Inner filler shaft |
|
start = m_vecWaterSurface; |
|
end = start + ( Vector(0,0,1) * random->RandomFloat( 32, 64 ) ); |
|
|
|
if ( random->RandomInt( 0, 1 ) ) |
|
{ |
|
flags |= FXSTATICLINE_FLIP_HORIZONTAL; |
|
} |
|
else |
|
{ |
|
flags = 0; |
|
} |
|
|
|
lineData.m_flDieTime = lifetime * 0.5f; |
|
|
|
lineData.m_flStartAlpha= luminosity; |
|
lineData.m_flEndAlpha = 0.0f; |
|
|
|
lineData.m_flStartScale = radius; |
|
lineData.m_flEndScale = radius*2; |
|
|
|
lineData.m_pMaterial = materials->FindMaterial( "effects/splash3", 0, 0 ); |
|
|
|
lineData.m_vecStart = start; |
|
lineData.m_vecStartVelocity = vec3_origin; |
|
|
|
lineData.m_vecEnd = end; |
|
lineData.m_vecEndVelocity = Vector(0,0,1) * random->RandomFloat( 64, 128 ); |
|
|
|
FX_AddLine( lineData ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_WaterExplosionEffect::CreateDebris( void ) |
|
{ |
|
if ( m_fFlags & TE_EXPLFLAG_NOPARTICLES ) |
|
return; |
|
|
|
// Must be in deep enough water |
|
if ( m_flDepth <= 128 ) |
|
return; |
|
|
|
Vector offset; |
|
int i; |
|
|
|
//Spread constricts as force rises |
|
float force = m_flForce; |
|
|
|
//Cap our force |
|
if ( force < EXPLOSION_FORCE_MIN ) |
|
force = EXPLOSION_FORCE_MIN; |
|
|
|
if ( force > EXPLOSION_FORCE_MAX ) |
|
force = EXPLOSION_FORCE_MAX; |
|
|
|
float spread = 1.0f - (0.15f*force); |
|
|
|
SimpleParticle *pParticle; |
|
|
|
CSmartPtr<CWaterExplosionParticle> pSimple = CWaterExplosionParticle::Create( "waterexp_bubbles" ); |
|
pSimple->SetSortOrigin( m_vecOrigin ); |
|
pSimple->SetNearClip( 64, 128 ); |
|
|
|
//FIXME: Better sampling area |
|
offset = m_vecOrigin + ( m_vecDirection * 64.0f ); |
|
|
|
//Find area ambient light color and use it to tint bubbles |
|
Vector worldLight; |
|
FX_GetSplashLighting( offset, &worldLight, NULL ); |
|
|
|
// |
|
// Smoke |
|
// |
|
|
|
CParticleSubTexture *pMaterial[2]; |
|
|
|
pMaterial[0] = pSimple->GetPMaterial( "effects/splash1" ); |
|
pMaterial[1] = pSimple->GetPMaterial( "effects/splash2" ); |
|
|
|
for ( i = 0; i < 16; i++ ) |
|
{ |
|
offset.Random( -32.0f, 32.0f ); |
|
offset += m_vecOrigin; |
|
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), pMaterial[random->RandomInt(0,1)], offset ); |
|
|
|
if ( pParticle != NULL ) |
|
{ |
|
pParticle->m_flLifetime = 0.0f; |
|
|
|
#ifdef INVASION_CLIENT_DLL |
|
pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); |
|
#else |
|
pParticle->m_flDieTime = random->RandomFloat( 2.0f, 3.0f ); |
|
#endif |
|
|
|
pParticle->m_vecVelocity.Random( -spread, spread ); |
|
pParticle->m_vecVelocity += ( m_vecDirection * random->RandomFloat( 1.0f, 6.0f ) ); |
|
|
|
VectorNormalize( pParticle->m_vecVelocity ); |
|
|
|
float fForce = 1500 * force; |
|
|
|
//Scale the force down as we fall away from our main direction |
|
ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread, &fForce ); |
|
|
|
pParticle->m_vecVelocity *= fForce; |
|
|
|
#if __EXPLOSION_DEBUG |
|
debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); |
|
#endif |
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pParticle->m_uchColor[0] = m_vecColor.x * 255; |
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pParticle->m_uchColor[1] = m_vecColor.y * 255; |
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pParticle->m_uchColor[2] = m_vecColor.z * 255; |
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|
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pParticle->m_uchStartSize = random->RandomInt( 32, 64 ); |
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pParticle->m_uchEndSize = pParticle->m_uchStartSize * 2; |
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pParticle->m_uchStartAlpha = m_flLuminosity; |
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pParticle->m_uchEndAlpha = 0; |
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pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
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pParticle->m_flRollDelta = random->RandomFloat( -8.0f, 8.0f ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_WaterExplosionEffect::CreateMisc( void ) |
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{ |
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Vector offset; |
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float colorRamp; |
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|
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int i; |
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float flScale = 2.0f; |
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|
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PMaterialHandle hMaterial = ParticleMgr()->GetPMaterial( "effects/splash2" ); |
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|
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#ifndef _XBOX |
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int numDrops = 32; |
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float length = 0.1f; |
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Vector vForward, vRight, vUp; |
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Vector offDir; |
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|
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TrailParticle *tParticle; |
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|
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CSmartPtr<CTrailParticles> sparkEmitter = CTrailParticles::Create( "splash" ); |
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|
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if ( !sparkEmitter ) |
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return; |
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sparkEmitter->SetSortOrigin( m_vecWaterSurface ); |
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sparkEmitter->m_ParticleCollision.SetGravity( 800.0f ); |
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sparkEmitter->SetFlag( bitsPARTICLE_TRAIL_VELOCITY_DAMPEN ); |
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sparkEmitter->SetVelocityDampen( 2.0f ); |
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|
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//Dump out drops |
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for ( i = 0; i < numDrops; i++ ) |
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{ |
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offset = m_vecWaterSurface; |
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offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale; |
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offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale; |
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tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset ); |
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if ( tParticle == NULL ) |
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break; |
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tParticle->m_flLifetime = 0.0f; |
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tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); |
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offDir = Vector(0,0,1) + RandomVector( -1.0f, 1.0f ); |
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tParticle->m_vecVelocity = offDir * random->RandomFloat( 50.0f * flScale * 2.0f, 100.0f * flScale * 2.0f ); |
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tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 128.0f ) * flScale; |
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tParticle->m_flWidth = clamp( random->RandomFloat( 1.0f, 3.0f ) * flScale, 0.1f, 4.0f ); |
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tParticle->m_flLength = random->RandomFloat( length*0.25f, length )/* * flScale*/; |
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colorRamp = random->RandomFloat( 1.5f, 2.0f ); |
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FloatToColor32( tParticle->m_color, MIN( 1.0f, m_vecColor[0] * colorRamp ), MIN( 1.0f, m_vecColor[1] * colorRamp ), MIN( 1.0f, m_vecColor[2] * colorRamp ), m_flLuminosity ); |
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} |
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|
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//Dump out drops |
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for ( i = 0; i < 4; i++ ) |
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{ |
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offset = m_vecWaterSurface; |
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offset[0] += random->RandomFloat( -16.0f, 16.0f ) * flScale; |
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offset[1] += random->RandomFloat( -16.0f, 16.0f ) * flScale; |
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tParticle = (TrailParticle *) sparkEmitter->AddParticle( sizeof(TrailParticle), hMaterial, offset ); |
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|
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if ( tParticle == NULL ) |
|
break; |
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tParticle->m_flLifetime = 0.0f; |
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tParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f ); |
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|
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offDir = Vector(0,0,1) + RandomVector( -0.2f, 0.2f ); |
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|
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tParticle->m_vecVelocity = offDir * random->RandomFloat( 50 * flScale * 3.0f, 100 * flScale * 3.0f ); |
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tParticle->m_vecVelocity[2] += random->RandomFloat( 32.0f, 128.0f ) * flScale; |
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|
|
tParticle->m_flWidth = clamp( random->RandomFloat( 2.0f, 3.0f ) * flScale, 0.1f, 4.0f ); |
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tParticle->m_flLength = random->RandomFloat( length*0.25f, length )/* * flScale*/; |
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|
|
colorRamp = random->RandomFloat( 1.5f, 2.0f ); |
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|
|
FloatToColor32( tParticle->m_color, MIN( 1.0f, m_vecColor[0] * colorRamp ), MIN( 1.0f, m_vecColor[1] * colorRamp ), MIN( 1.0f, m_vecColor[2] * colorRamp ), m_flLuminosity ); |
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} |
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|
|
#endif |
|
|
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CSmartPtr<CSplashParticle> pSimple = CSplashParticle::Create( "splish" ); |
|
pSimple->SetSortOrigin( m_vecWaterSurface ); |
|
pSimple->SetClipHeight( m_vecWaterSurface.z ); |
|
pSimple->GetBinding().SetBBox( m_vecWaterSurface-(Vector(32.0f, 32.0f, 32.0f)*flScale), m_vecWaterSurface+(Vector(32.0f, 32.0f, 32.0f)*flScale) ); |
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|
|
SimpleParticle *pParticle; |
|
|
|
for ( i = 0; i < 16; i++ ) |
|
{ |
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), hMaterial, m_vecWaterSurface ); |
|
|
|
if ( pParticle == NULL ) |
|
break; |
|
|
|
pParticle->m_flLifetime = 0.0f; |
|
pParticle->m_flDieTime = 2.0f; //NOTENOTE: We use a clip plane to realistically control our lifespan |
|
|
|
pParticle->m_vecVelocity.Random( -0.2f, 0.2f ); |
|
pParticle->m_vecVelocity += ( Vector( 0, 0, random->RandomFloat( 4.0f, 6.0f ) ) ); |
|
|
|
VectorNormalize( pParticle->m_vecVelocity ); |
|
|
|
pParticle->m_vecVelocity *= 50 * flScale * (8-i); |
|
|
|
colorRamp = random->RandomFloat( 0.75f, 1.25f ); |
|
|
|
pParticle->m_uchColor[0] = MIN( 1.0f, m_vecColor[0] * colorRamp ) * 255.0f; |
|
pParticle->m_uchColor[1] = MIN( 1.0f, m_vecColor[1] * colorRamp ) * 255.0f; |
|
pParticle->m_uchColor[2] = MIN( 1.0f, m_vecColor[2] * colorRamp ) * 255.0f; |
|
|
|
pParticle->m_uchStartSize = 24 * flScale * RemapValClamped( i, 7, 0, 1, 0.5f ); |
|
pParticle->m_uchEndSize = MIN( 255, pParticle->m_uchStartSize * 2 ); |
|
|
|
pParticle->m_uchStartAlpha = RemapValClamped( i, 7, 0, 255, 32 ) * m_flLuminosity; |
|
pParticle->m_uchEndAlpha = 0; |
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
|
pParticle->m_flRollDelta = random->RandomFloat( -4.0f, 4.0f ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_WaterExplosionEffect::PlaySound( void ) |
|
{ |
|
if ( m_fFlags & TE_EXPLFLAG_NOSOUND ) |
|
return; |
|
|
|
CLocalPlayerFilter filter; |
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Physics.WaterSplash", &m_vecWaterSurface ); |
|
|
|
if ( m_flDepth > 128 ) |
|
{ |
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "WaterExplosionEffect.Sound", &m_vecOrigin ); |
|
} |
|
else |
|
{ |
|
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "BaseExplosionEffect.Sound", &m_vecOrigin ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Intercepts the water explosion dispatch effect |
|
//----------------------------------------------------------------------------- |
|
void WaterSurfaceExplosionCallback( const CEffectData &data ) |
|
{ |
|
WaterExplosionEffect().Create( data.m_vOrigin, data.m_flMagnitude, data.m_flScale, data.m_fFlags ); |
|
} |
|
|
|
DECLARE_CLIENT_EFFECT( "WaterSurfaceExplosion", WaterSurfaceExplosionCallback ); |
|
|
|
//Singleton static member definition |
|
C_MegaBombExplosionEffect C_MegaBombExplosionEffect::m_megainstance; |
|
|
|
//Singleton accessor |
|
C_MegaBombExplosionEffect &MegaBombExplosionEffect( void ) |
|
{ |
|
return C_MegaBombExplosionEffect::Instance(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_MegaBombExplosionEffect::CreateCore( void ) |
|
{ |
|
if ( m_fFlags & TE_EXPLFLAG_NOFIREBALL ) |
|
return; |
|
|
|
Vector offset; |
|
int i; |
|
|
|
//Spread constricts as force rises |
|
float force = m_flForce; |
|
|
|
//Cap our force |
|
if ( force < EXPLOSION_FORCE_MIN ) |
|
force = EXPLOSION_FORCE_MIN; |
|
|
|
if ( force > EXPLOSION_FORCE_MAX ) |
|
force = EXPLOSION_FORCE_MAX; |
|
|
|
float spread = 1.0f - (0.15f*force); |
|
|
|
CSmartPtr<CExplosionParticle> pSimple = CExplosionParticle::Create( "exp_smoke" ); |
|
pSimple->SetSortOrigin( m_vecOrigin ); |
|
pSimple->SetNearClip( 32, 64 ); |
|
|
|
SimpleParticle *pParticle; |
|
|
|
if ( m_Material_FireCloud == NULL ) |
|
{ |
|
m_Material_FireCloud = pSimple->GetPMaterial( "effects/fire_cloud2" ); |
|
} |
|
|
|
// |
|
// Fireballs |
|
// |
|
|
|
for ( i = 0; i < 32; i++ ) |
|
{ |
|
offset.Random( -48.0f, 48.0f ); |
|
offset += m_vecOrigin; |
|
|
|
pParticle = (SimpleParticle *) pSimple->AddParticle( sizeof( SimpleParticle ), m_Material_FireCloud, offset ); |
|
|
|
if ( pParticle != NULL ) |
|
{ |
|
pParticle->m_flLifetime = 0.0f; |
|
pParticle->m_flDieTime = random->RandomFloat( 0.2f, 0.4f ); |
|
|
|
pParticle->m_vecVelocity.Random( -spread*0.75f, spread*0.75f ); |
|
pParticle->m_vecVelocity += m_vecDirection; |
|
|
|
VectorNormalize( pParticle->m_vecVelocity ); |
|
|
|
float fForce = random->RandomFloat( 400.0f, 800.0f ); |
|
|
|
//Scale the force down as we fall away from our main direction |
|
float vDev = ScaleForceByDeviation( pParticle->m_vecVelocity, m_vecDirection, spread ); |
|
|
|
pParticle->m_vecVelocity *= fForce * ( 16.0f * (vDev*vDev*0.5f) ); |
|
|
|
#if __EXPLOSION_DEBUG |
|
debugoverlay->AddLineOverlay( m_vecOrigin, m_vecOrigin + pParticle->m_vecVelocity, 255, 0, 0, false, 3 ); |
|
#endif |
|
|
|
int nColor = random->RandomInt( 128, 255 ); |
|
pParticle->m_uchColor[0] = pParticle->m_uchColor[1] = pParticle->m_uchColor[2] = nColor; |
|
|
|
pParticle->m_uchStartSize = random->RandomInt( 32, 85 ) * vDev; |
|
|
|
pParticle->m_uchStartSize = clamp( pParticle->m_uchStartSize, (uint8) 32, (uint8) 85 ); |
|
|
|
pParticle->m_uchEndSize = (int)((float)pParticle->m_uchStartSize * 1.5f); |
|
|
|
pParticle->m_uchStartAlpha = 255; |
|
pParticle->m_uchEndAlpha = 0; |
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 ); |
|
pParticle->m_flRollDelta = random->RandomFloat( -16.0f, 16.0f ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &data - |
|
//----------------------------------------------------------------------------- |
|
void HelicopterMegaBombCallback( const CEffectData &data ) |
|
{ |
|
C_MegaBombExplosionEffect().Create( data.m_vOrigin, 1.0f, 1.0f, 0 ); |
|
} |
|
|
|
DECLARE_CLIENT_EFFECT( "HelicopterMegaBomb", HelicopterMegaBombCallback );
|
|
|